i think there might be in the global folder? Im not sure tho.... although u probably looked in there...
DAI Tools
#4076
Posté 03 février 2015 - 10:27
#4077
Posté 03 février 2015 - 10:41
@Tkavatar - I have them at the file path of Bundles\Textures\systems\sky\textures. Where in the tools, I'm not sure...since I have all of the game files extracted lol.
I see the following textures there:
defaultcloudlayer.dds
defaultcloudlayermask.dds
defaultcustomenvmap.dds
defaultgradient.dds
defaultpanorama.dds
defaultpanoramaalpha.dds
defaultstaticenvmap.dds
I hope that at least helps narrow down the names of what you maybe looking for. ^^
#4078
Posté 04 février 2015 - 02:41
I see, thanks for the reply, well hair shouldn't be that much of a problem to make the same UVs but with a custom head it might turn out differently , so in that case i will just try to shape out the original head so that way it will have its original UVs
If your interested in helping me test head morph manipulation importing (Im not modeller, so can only test by distorting). Let me know which head you would like to recraft/make better, and I can send you over the head morph specific resource (its a special obj). The rules are, don't change the vertex count, dont change the object names, and when you export, ensure it has the same number of vertices as import (The obj exporter loves to try optimize things). Normals, and texcoords are ignored in morphs, so dont spend time on them.
Only if you want to of course.
#4079
Posté 04 février 2015 - 03:56
The first successful Solas face graft: 
For a more extreme change:

#4080
Posté 04 février 2015 - 04:10
The first successful Solas face graft.
My EYES! Seriously though, did you edit his mesh outside the game or change his headmorph data?
#4081
Posté 04 février 2015 - 04:17
its head morph data, but its different to preset morph data, its still vertex data, but you must not change the vertex count, but u can still make whatever manipulation u want, its not bound to sliders or anything. Since im no moddler I just swapped his data out for another.
#4082
Posté 04 février 2015 - 04:32
Please please could you make Solas's head like Abelas? D:
#4083
Posté 04 février 2015 - 04:34
Like just replace with Abela? As that would look wierd, due to Abelas ears being scaled right back, for I can only guess a hat or a helmet, or hair, I have never seen Abela ingame, just looking at the morph data.
Im going to try, I will transplant some other elf ears onto the head and see how I go
#4084
Posté 04 février 2015 - 04:40
He uses a hood in game so I never really saw his ears. But yeah a replacement really, that would make me play the game again ![]()
#4085
Posté 04 février 2015 - 05:27
He uses a hood in game so I never really saw his ears. But yeah a replacement really, that would make me play the game again
Here you go, the ears could do with some more work, like pushed a little closer to the head:

#4086
Posté 04 février 2015 - 05:43
I must have it as a mod, could you please share it with me??
If is possible you could probably leave his original ears if you like. Also, since we are on this: Is it possible to change eye colors?
#4087
Posté 04 février 2015 - 05:47
#4088
Posté 04 février 2015 - 05:51
I meant Solas's original ears, sorry about the confusion.
I will wait anxiously for your release then! Might as well even prepare a few mods of my own for a new playthru with this morph.
Thank you so very much!
#4089
Posté 04 février 2015 - 06:03
Eham, I was wondering how you changed the skin colour of a playable character that time? Did you change one of the chargen files to have that colour selectable or change it by editing a save?
#4090
Posté 04 février 2015 - 06:09
I meant Solas's original ears, sorry about the confusion.
I will wait anxiously for your release then! Might as well even prepare a few mods of my own for a new playthru with this morph.
Thank you so very much!
I will clean it up as best I can, swap out with Solas's ears, and do the other LOD's as well. Also fixed the crashing, was due to the base head change.
#4091
Posté 04 février 2015 - 06:18
You have no idea about how much I wanted it, cannot thank you enough ![]()
#4092
Posté 04 février 2015 - 06:29
Eham, I was wondering how you changed the skin colour of a playable character that time? Did you change one of the chargen files to have that colour selectable or change it by editing a save?
I changed Systems/CharacterCreation/CharacterCreationLogicPrefab. Its the entire logic behind the character creation, what is selectable, what is changeable, names of categories, etc. Somewhere near the bottom are the skin tints. I just replaced one of them for another in the skin folder (They are external guids, so you will need to find the one you want to change and locate it in the external guid array at the top of the EBX)
#4093
Posté 04 février 2015 - 09:04
If your interested in helping me test head morph manipulation importing (Im not modeller, so can only test by distorting). Let me know which head you would like to recraft/make better, and I can send you over the head morph specific resource (its a special obj). The rules are, don't change the vertex count, dont change the object names, and when you export, ensure it has the same number of vertices as import (The obj exporter loves to try optimize things). Normals, and texcoords are ignored in morphs, so dont spend time on them.
Only if you want to of course.
YES PLEASE
I would like to try and modify the human female head
#4094
Posté 04 février 2015 - 09:28
@Tkavatar - I have them at the file path of Bundles\Textures\systems\sky\textures. Where in the tools, I'm not sure...since I have all of the game files extracted lol.
I see the following textures there:
defaultcloudlayer.dds
defaultcloudlayermask.dds
defaultcustomenvmap.dds
defaultgradient.dds
defaultpanorama.dds
defaultpanoramaalpha.dds
defaultstaticenvmap.dds
I hope that at least helps narrow down the names of what you maybe looking for. ^^
That's what I have found as well but I'm looking to change the Hissing Wastes's night sky and I can't find that texture anywhere.
#4095
Posté 04 février 2015 - 09:54
YES PLEASE
I would like to try and modify the human female head
You might want to try something that is a static morph first, ie. A NPC, not the main player or Hawke (As they can be dynamically altered by the chargen). As I think the player and Hawke are treated uniquely different.
#4096
Posté 04 février 2015 - 10:52
That's what I have found as well but I'm looking to change the Hissing Wastes's night sky and I can't find that texture anywhere.
Take a look at da3/factions/nature/visual_environments/ve/_good these contain the visual environments for all the levels. The visual environment file defines things like DOF, Motion Blur, Enlighten data, sky details (Which is what ur most interested in). The sky details then point to the textures used. Which you will find most are pointing to da3/factions/nature/visual_environments/textures.
EDIT: Here is a quick change, modified the cloud panorama texture, so only procedural clouds remain.

And if you dont like fog:

Haha, and if u really love DOF:

And if your into Psychedelics (The cool thing is, the whole environment reflects the sky colors, especially if they are darker)

#4097
Posté 04 février 2015 - 12:58
You might want to try something that is a static morph first, ie. A NPC, not the main player or Hawke (As they can be dynamically altered by the chargen). As I think the player and Hawke are treated uniquely different.
Ah ok well in that case how about Cass's head?
#4098
Posté 04 février 2015 - 01:23
Ah ok well in that case how about Cass's head?
Download this: https://drive.google...iew?usp=sharing
Remember, dont change the number of vertices, or the names of objects, and ensure that the number of vertices exported is the same number as imported, basically dont let the obj exporter optimize the vertices. Dont worry about normals or texture coordinates, they will be thrown away.
#4099
Posté 04 février 2015 - 01:33
I see it as a normal obj, i thought it had a morpher modifier in it
#4100
Posté 04 février 2015 - 01:40
Nope, morph data is condensed down to vertex data. All I do, is load the base mesh (The mesh its based upon) and replace the vertices with the ones from the morph. The engine uses morph data for the first three LOD levels and then the actual mesh for the other three, which is why in bundles you will only ever find three chunks for meshes, the other three are never referenced.





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